godot/servers/visual/portals/portal_occlusion_culler.cpp

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/*************************************************************************/
/* portal_occlusion_culler.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "portal_occlusion_culler.h"
#include "core/engine.h"
#include "core/math/aabb.h"
#include "core/project_settings.h"
#include "portal_renderer.h"
#define _log(a, b) ;
//#define _log_prepare(a) log(a, 0)
#define _log_prepare(a) ;
bool PortalOcclusionCuller::_debug_log = true;
bool PortalOcclusionCuller::_redraw_gizmo = false;
void PortalOcclusionCuller::Clipper::debug_print_points(String p_string) {
print_line(p_string);
for (int n = 0; n < _pts_in.size(); n++) {
print_line("\t" + itos(n) + " : " + String(Variant(_pts_in[n])));
}
}
Plane PortalOcclusionCuller::Clipper::interpolate(const Plane &p_a, const Plane &p_b, real_t p_t) const {
Vector3 diff = p_b.normal - p_a.normal;
real_t d = p_b.d - p_a.d;
diff *= p_t;
d *= p_t;
return Plane(p_a.normal + diff, p_a.d + d);
}
real_t PortalOcclusionCuller::Clipper::clip_and_find_poly_area(const Plane *p_verts, int p_num_verts) {
_pts_in.clear();
_pts_out.clear();
// seed
for (int n = 0; n < p_num_verts; n++) {
_pts_in.push_back(p_verts[n]);
}
if (!clip_to_plane(-1, 0, 0, 1)) {
return 0.0;
}
if (!clip_to_plane(1, 0, 0, 1)) {
return 0.0;
}
if (!clip_to_plane(0, -1, 0, 1)) {
return 0.0;
}
if (!clip_to_plane(0, 1, 0, 1)) {
return 0.0;
}
if (!clip_to_plane(0, 0, -1, 1)) {
return 0.0;
}
if (!clip_to_plane(0, 0, 1, 1)) {
return 0.0;
}
// perspective divide
_pts_final.resize(_pts_in.size());
for (int n = 0; n < _pts_in.size(); n++) {
_pts_final[n] = _pts_in[n].normal / _pts_in[n].d;
}
return Geometry::find_polygon_area(&_pts_final[0], _pts_final.size());
}
bool PortalOcclusionCuller::Clipper::is_inside(const Plane &p_pt, Boundary p_boundary) {
real_t w = p_pt.d;
switch (p_boundary) {
case B_LEFT: {
return p_pt.normal.x > -w;
} break;
case B_RIGHT: {
return p_pt.normal.x < w;
} break;
case B_TOP: {
return p_pt.normal.y < w;
} break;
case B_BOTTOM: {
return p_pt.normal.y > -w;
} break;
case B_NEAR: {
return p_pt.normal.z < w;
} break;
case B_FAR: {
return p_pt.normal.z > -w;
} break;
default:
break;
}
return false;
}
// a is out, b is in
Plane PortalOcclusionCuller::Clipper::intersect(const Plane &p_a, const Plane &p_b, Boundary p_boundary) {
Plane diff_plane(p_b.normal - p_a.normal, p_b.d - p_a.d);
const Vector3 &diff = diff_plane.normal;
real_t t = 0.0;
const real_t epsilon = 0.001f;
// prevent divide by zero
switch (p_boundary) {
case B_LEFT: {
if (diff.x > epsilon) {
t = (-1.0f - p_a.normal.x) / diff.x;
}
} break;
case B_RIGHT: {
if (-diff.x > epsilon) {
t = (p_a.normal.x - 1.0f) / -diff.x;
}
} break;
case B_TOP: {
if (-diff.y > epsilon) {
t = (p_a.normal.y - 1.0f) / -diff.y;
}
} break;
case B_BOTTOM: {
if (diff.y > epsilon) {
t = (-1.0f - p_a.normal.y) / diff.y;
}
} break;
case B_NEAR: {
if (-diff.z > epsilon) {
t = (p_a.normal.z - 1.0f) / -diff.z;
}
} break;
case B_FAR: {
if (diff.z > epsilon) {
t = (-1.0f - p_a.normal.z) / diff.z;
}
} break;
default:
break;
}
diff_plane.normal *= t;
diff_plane.d *= t;
return Plane(p_a.normal + diff_plane.normal, p_a.d + diff_plane.d);
}
// Clip the poly to the plane given by the formula a * x + b * y + c * z + d * w.
bool PortalOcclusionCuller::Clipper::clip_to_plane(real_t a, real_t b, real_t c, real_t d) {
_pts_out.clear();
// repeat the first
_pts_in.push_back(_pts_in[0]);
Plane vPrev = _pts_in[0];
real_t dpPrev = a * vPrev.normal.x + b * vPrev.normal.y + c * vPrev.normal.z + d * vPrev.d;
for (int i = 1; i < _pts_in.size(); ++i) {
Plane v = _pts_in[i];
real_t dp = a * v.normal.x + b * v.normal.y + c * v.normal.z + d * v.d;
if (dpPrev >= 0) {
_pts_out.push_back(vPrev);
}
if (sgn(dp) != sgn(dpPrev)) {
real_t t = dp < 0 ? dpPrev / (dpPrev - dp) : -dpPrev / (dp - dpPrev);
Plane vOut = interpolate(vPrev, v, t);
_pts_out.push_back(vOut);
}
vPrev = v;
dpPrev = dp;
}
// start again from the output points next time
_pts_in = _pts_out;
return _pts_in.size() > 2;
}
Geometry::MeshData PortalOcclusionCuller::debug_get_current_polys() const {
Geometry::MeshData md;
for (int n = 0; n < _num_polys; n++) {
const Occlusion::PolyPlane &p = _polys[n].poly;
int first_index = md.vertices.size();
Vector3 normal_push = p.plane.normal * 0.001f;
// copy verts
for (int c = 0; c < p.num_verts; c++) {
md.vertices.push_back(p.verts[c] + normal_push);
}
// indices
Geometry::MeshData::Face face;
// triangle fan
face.indices.resize(p.num_verts);
for (int c = 0; c < p.num_verts; c++) {
face.indices.set(c, first_index + c);
}
md.faces.push_back(face);
}
return md;
}
void PortalOcclusionCuller::prepare_generic(PortalRenderer &p_portal_renderer, const LocalVector<uint32_t, uint32_t> &p_occluder_pool_ids, const Vector3 &pt_camera, const LocalVector<Plane> &p_planes) {
_portal_renderer = &p_portal_renderer;
// Bodge to keep settings up to date, until the project settings PR is merged
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && ((Engine::get_singleton()->get_frames_drawn() % 16) == 0)) {
_max_polys = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_polygons");
}
#endif
_num_spheres = 0;
_pt_camera = pt_camera;
// spheres
_num_spheres = 0;
real_t goodness_of_fit_sphere[MAX_SPHERES];
for (int n = 0; n < _max_spheres; n++) {
goodness_of_fit_sphere[n] = 0.0f;
}
real_t weakest_fit_sphere = FLT_MAX;
int weakest_sphere = 0;
_sphere_closest_dist = FLT_MAX;
// polys
_num_polys = 0;
for (int n = 0; n < _max_polys; n++) {
_polys[n].goodness_of_fit = 0.0f;
}
real_t weakest_fit_poly = FLT_MAX;
int weakest_poly_id = 0;
#ifdef TOOLS_ENABLED
uint32_t polycount = 0;
#endif
// find occluders
for (unsigned int o = 0; o < p_occluder_pool_ids.size(); o++) {
int id = p_occluder_pool_ids[o];
VSOccluder &occ = p_portal_renderer.get_pool_occluder(id);
// is it active?
// in the case of rooms, they will always be active, as inactive
// are removed from rooms. But for whole scene mode, some may be inactive.
if (!occ.active) {
continue;
}
// TODO : occlusion cull spheres AGAINST themselves.
// i.e. a sphere that is occluded by another occluder is no
// use as an occluder...
if (occ.type == VSOccluder::OT_SPHERE) {
// make sure world space spheres are up to date
p_portal_renderer.occluder_ensure_up_to_date_sphere(occ);
// cull entire AABB
if (is_aabb_culled(occ.aabb, p_planes)) {
continue;
}
// multiple spheres
for (int n = 0; n < occ.list_ids.size(); n++) {
const Occlusion::Sphere &occluder_sphere = p_portal_renderer.get_pool_occluder_sphere(occ.list_ids[n]).world;
// is the occluder sphere culled?
if (is_sphere_culled(occluder_sphere.pos, occluder_sphere.radius, p_planes)) {
continue;
}
real_t dist = (occluder_sphere.pos - pt_camera).length();
// calculate the goodness of fit .. smaller distance better, and larger radius
// calculate adjusted radius at 100.0
real_t fit = 100 / MAX(dist, 0.01f);
fit *= occluder_sphere.radius;
// until we reach the max, just keep recording, and keep track
// of the worst fit
if (_num_spheres < _max_spheres) {
_spheres[_num_spheres] = occluder_sphere;
_sphere_distances[_num_spheres] = dist;
goodness_of_fit_sphere[_num_spheres] = fit;
if (fit < weakest_fit_sphere) {
weakest_fit_sphere = fit;
weakest_sphere = _num_spheres;
}
// keep a record of the closest sphere for quick rejects
if (dist < _sphere_closest_dist) {
_sphere_closest_dist = dist;
}
_num_spheres++;
} else {
// must beat the weakest
if (fit > weakest_fit_sphere) {
_spheres[weakest_sphere] = occluder_sphere;
_sphere_distances[weakest_sphere] = dist;
goodness_of_fit_sphere[weakest_sphere] = fit;
// keep a record of the closest sphere for quick rejects
if (dist < _sphere_closest_dist) {
_sphere_closest_dist = dist;
}
// the weakest may have changed (this could be done more efficiently)
weakest_fit_sphere = FLT_MAX;
for (int s = 0; s < _max_spheres; s++) {
if (goodness_of_fit_sphere[s] < weakest_fit_sphere) {
weakest_fit_sphere = goodness_of_fit_sphere[s];
weakest_sphere = s;
}
}
}
}
}
} // sphere
if (occ.type == VSOccluder::OT_MESH) {
// make sure world space spheres are up to date
p_portal_renderer.occluder_ensure_up_to_date_polys(occ);
// multiple polys
for (int n = 0; n < occ.list_ids.size(); n++) {
const VSOccluder_Mesh &opoly = p_portal_renderer.get_pool_occluder_mesh(occ.list_ids[n]);
const Occlusion::PolyPlane &poly = opoly.poly_world;
// backface cull
bool faces_camera = poly.plane.is_point_over(pt_camera);
if (!faces_camera && !opoly.two_way) {
continue;
}
real_t fit;
if (!calculate_poly_goodness_of_fit(opoly, fit)) {
continue;
}
if (_num_polys < _max_polys) {
SortPoly &dest = _polys[_num_polys];
dest.poly = poly;
dest.flags = faces_camera ? SortPoly::SPF_FACES_CAMERA : 0;
if (opoly.num_holes) {
dest.flags |= SortPoly::SPF_HAS_HOLES;
}
#ifdef TOOLS_ENABLED
dest.poly_source_id = polycount++;
#endif
dest.mesh_source_id = occ.list_ids[n];
dest.goodness_of_fit = fit;
if (fit < weakest_fit_poly) {
weakest_fit_poly = fit;
weakest_poly_id = _num_polys;
}
_num_polys++;
} else {
// must beat the weakest
if (fit > weakest_fit_poly) {
SortPoly &dest = _polys[weakest_poly_id];
dest.poly = poly;
//dest.faces_camera = faces_camera;
dest.flags = faces_camera ? SortPoly::SPF_FACES_CAMERA : 0;
if (opoly.num_holes) {
dest.flags |= SortPoly::SPF_HAS_HOLES;
}
#ifdef TOOLS_ENABLED
dest.poly_source_id = polycount++;
#endif
dest.mesh_source_id = occ.list_ids[n];
dest.goodness_of_fit = fit;
// the weakest may have changed (this could be done more efficiently)
weakest_fit_poly = FLT_MAX;
for (int p = 0; p < _max_polys; p++) {
real_t goodness_of_fit = _polys[p].goodness_of_fit;
if (goodness_of_fit < weakest_fit_poly) {
weakest_fit_poly = goodness_of_fit;
weakest_poly_id = p;
}
}
}
} // polys full up, replace
}
}
} // for o
precalc_poly_edge_planes(pt_camera);
// flip polys so always facing camera
for (int n = 0; n < _num_polys; n++) {
if (!(_polys[n].flags & SortPoly::SPF_FACES_CAMERA)) {
_polys[n].poly.flip();
// must flip holes and planes too
_precalced_poly[n].flip();
}
}
// cull polys against each other.
whittle_polys();
// checksum is used only in the editor, to decide
// whether to redraw the gizmo of active polys
#ifdef TOOLS_ENABLED
uint32_t last_checksum = _poly_checksum;
_poly_checksum = 0;
for (int n = 0; n < _num_polys; n++) {
_poly_checksum += _polys[n].poly_source_id;
//_log_prepare("prepfinal : " + itos(_polys[n].poly_source_id) + " fit : " + rtos(_polys[n].goodness_of_fit));
}
if (_poly_checksum != last_checksum) {
_redraw_gizmo = true;
}
#endif
// force the sphere closest distance to above zero to prevent
// divide by zero in the quick reject
_sphere_closest_dist = MAX(_sphere_closest_dist, 0.001);
// sphere self occlusion.
// we could avoid testing the closest sphere, but the complexity isn't worth any speed benefit
for (int n = 0; n < _num_spheres; n++) {
const Occlusion::Sphere &sphere = _spheres[n];
// is it occluded by another sphere?
if (cull_sphere(sphere.pos, sphere.radius, n)) {
// yes, unordered remove
_num_spheres--;
_spheres[n] = _spheres[_num_spheres];
_sphere_distances[n] = _sphere_distances[_num_spheres];
// repeat this n
n--;
}
}
// record whether to do any occlusion culling at all..
_occluders_present = _num_spheres || _num_polys;
}
void PortalOcclusionCuller::precalc_poly_edge_planes(const Vector3 &p_pt_camera) {
for (int n = 0; n < _num_polys; n++) {
const SortPoly &sortpoly = _polys[n];
const Occlusion::PolyPlane &spoly = sortpoly.poly;
PreCalcedPoly &dpoly = _precalced_poly[n];
dpoly.edge_planes.num_planes = spoly.num_verts;
for (int e = 0; e < spoly.num_verts; e++) {
// point a and b of the edge
const Vector3 &pt_a = spoly.verts[e];
const Vector3 &pt_b = spoly.verts[(e + 1) % spoly.num_verts];
// edge plane to camera
dpoly.edge_planes.planes[e] = Plane(p_pt_camera, pt_a, pt_b);
}
dpoly.num_holes = 0;
// holes
if (sortpoly.flags & SortPoly::SPF_HAS_HOLES) {
// get the mesh poly and the holes
const VSOccluder_Mesh &mesh = _portal_renderer->get_pool_occluder_mesh(sortpoly.mesh_source_id);
dpoly.num_holes = mesh.num_holes;
for (int h = 0; h < mesh.num_holes; h++) {
uint32_t hid = mesh.hole_pool_ids[h];
const VSOccluder_Hole &hole = _portal_renderer->get_pool_occluder_hole(hid);
// copy the verts to the precalced poly,
// we will need these later for whittling polys.
// We could alternatively link back to the original verts, but that gets messy.
dpoly.hole_polys[h] = hole.poly_world;
int hole_num_verts = hole.poly_world.num_verts;
const Vector3 *hverts = hole.poly_world.verts;
// number of planes equals number of verts forming edges
dpoly.hole_edge_planes[h].num_planes = hole_num_verts;
for (int e = 0; e < hole_num_verts; e++) {
const Vector3 &pt_a = hverts[e];
const Vector3 &pt_b = hverts[(e + 1) % hole_num_verts];
dpoly.hole_edge_planes[h].planes[e] = Plane(p_pt_camera, pt_a, pt_b);
} // for e
} // for h
} // if has holes
}
}
void PortalOcclusionCuller::whittle_polys() {
//#define GODOT_OCCLUSION_FLASH_POLYS
#ifdef GODOT_OCCLUSION_FLASH_POLYS
if (((Engine::get_singleton()->get_frames_drawn() / 4) % 2) == 0) {
return;
}
#endif
bool repeat = true;
while (repeat) {
repeat = false;
// Check for complete occlusion of polys by a closer poly.
// Such polys can be completely removed from checks.
for (int n = 0; n < _num_polys; n++) {
// ensure we test each occluder once and only once
// (as this routine will repeat each time an occluded poly is found)
SortPoly &sort_poly = _polys[n];
if (!(sort_poly.flags & SortPoly::SPF_TESTED_AS_OCCLUDER)) {
sort_poly.flags |= SortPoly::SPF_TESTED_AS_OCCLUDER;
} else {
continue;
}
const Occlusion::PolyPlane &poly = _polys[n].poly;
const Plane &occluder_plane = poly.plane;
const PreCalcedPoly &pcp = _precalced_poly[n];
// the goodness of fit is the screen space area at the moment,
// so we can use it as a quick reject .. polys behind occluders will always
// be smaller area than the occluder.
real_t occluder_area = _polys[n].goodness_of_fit;
// check each other poly as an occludee
for (int t = 0; t < _num_polys; t++) {
if (n == t) {
continue;
}
// quick reject based on screen space area.
// if the area of the test poly is larger, it can't be completely behind
// the occluder.
bool quick_reject_entire_occludee = _polys[t].goodness_of_fit > occluder_area;
const Occlusion::PolyPlane &test_poly = _polys[t].poly;
PreCalcedPoly &pcp_test = _precalced_poly[t];
// We have two considerations:
// (1) Entire poly is occluded
// (2) If not (1), then maybe a hole is occluded
bool completely_reject = false;
if (!quick_reject_entire_occludee && is_poly_inside_occlusion_volume(test_poly, occluder_plane, pcp.edge_planes)) {
completely_reject = true;
// we must also test against all holes if some are present
for (int h = 0; h < pcp.num_holes; h++) {
if (is_poly_touching_hole(test_poly, pcp.hole_edge_planes[h])) {
completely_reject = false;
break;
}
}
if (completely_reject) {
// yes .. we can remove this poly .. but do not muck up the iteration of the list
//print_line("poly is occluded " + itos(t));
// this condition should never happen, we should never be checking occludee against itself
DEV_ASSERT(_polys[t].poly_source_id != _polys[n].poly_source_id);
// unordered remove
_polys[t] = _polys[_num_polys - 1];
_precalced_poly[t] = _precalced_poly[_num_polys - 1];
_num_polys--;
// no NOT repeat the test poly if it was copied from n, i.e. the occludee would
// be the same as the occluder
if (_num_polys != n) {
// repeat this test poly as it will be the next
t--;
}
// If we end up removing a poly BEFORE n, the replacement poly (from the unordered remove)
// will never get tested as an occluder. So we have to account for this by rerunning the routine.
repeat = true;
} // allow due to holes
} // if poly inside occlusion volume
// if we did not completely reject, there could be holes that could be rejected
if (!completely_reject) {
if (pcp_test.num_holes) {
for (int h = 0; h < pcp_test.num_holes; h++) {
const Occlusion::Poly &hole_poly = pcp_test.hole_polys[h];
// is the hole within the occluder?
if (is_poly_inside_occlusion_volume(hole_poly, occluder_plane, pcp.edge_planes)) {
// if the hole touching a hole in the occluder? if so we can't eliminate it
bool allow = true;
for (int oh = 0; oh < pcp.num_holes; oh++) {
if (is_poly_touching_hole(hole_poly, pcp.hole_edge_planes[oh])) {
allow = false;
break;
}
}
if (allow) {
// Unordered remove the hole. No need to repeat the whole while loop I don't think?
// As this just makes it more efficient at runtime, it doesn't make the further whittling more accurate.
pcp_test.num_holes--;
pcp_test.hole_edge_planes[h] = pcp_test.hole_edge_planes[pcp_test.num_holes];
pcp_test.hole_polys[h] = pcp_test.hole_polys[pcp_test.num_holes];
h--; // repeat this as the unordered remove has placed a new member into h slot
} // allow
} // hole is within
}
} // has holes
} // did not completely reject
} // for t through occludees
} // for n through occluders
} // while repeat
// order polys by distance to camera / area? NYI
}
bool PortalOcclusionCuller::calculate_poly_goodness_of_fit(const VSOccluder_Mesh &p_opoly, real_t &r_fit) {
// transform each of the poly points, find the area in screen space
// The points must be homogeneous coordinates, i.e. BEFORE
// the perspective divide, in clip space. They will have the perspective
// divide applied after clipping, to calculate the area.
// We therefore store them as planes to store the w coordinate as d.
Plane xpoints[Occlusion::PolyPlane::MAX_POLY_VERTS];
int num_verts = p_opoly.poly_world.num_verts;
for (int n = 0; n < num_verts; n++) {
// source and dest in homogeneous coords
Plane source(p_opoly.poly_world.verts[n], 1.0f);
Plane &dest = xpoints[n];
dest = _matrix_camera.xform4(source);
}
// find screen space area
real_t area = _clipper.clip_and_find_poly_area(xpoints, num_verts);
if (area <= 0.0f) {
return false;
}
r_fit = area;
return true;
}
bool PortalOcclusionCuller::_is_poly_of_interest_to_split_plane(const Plane *p_poly_split_plane, int p_poly_id) const {
const Occlusion::PolyPlane &poly = _polys[p_poly_id].poly;
int over = 0;
int under = 0;
// we need an epsilon because adjacent polys that just
// join with a wall may have small floating point error ahead
// of the splitting plane.
const real_t epsilon = 0.005f;
for (int n = 0; n < poly.num_verts; n++) {
// point a and b of the edge
const Vector3 &pt = poly.verts[n];
real_t dist = p_poly_split_plane->distance_to(pt);
if (dist > epsilon) {
over++;
} else {
under++;
}
}
// return whether straddles the plane
return over && under;
}
bool PortalOcclusionCuller::cull_aabb_to_polys_ex(const AABB &p_aabb) const {
_log("\n", 0);
_log("* cull_aabb_to_polys_ex " + String(Variant(p_aabb)), 0);
Plane plane;
for (int n = 0; n < _num_polys; n++) {
_log("\tchecking poly " + itos(n), 0);
const SortPoly &sortpoly = _polys[n];
const Occlusion::PolyPlane &poly = sortpoly.poly;
// occludee must be on opposite side to camera
real_t omin, omax;
p_aabb.project_range_in_plane(poly.plane, omin, omax);
if (omax > -0.2f) {
_log("\t\tAABB is in front of occluder, ignoring", 0);
continue;
}
// test against each edge of the poly, and expand the edge
bool hit = true;
const PreCalcedPoly &pcp = _precalced_poly[n];
for (int e = 0; e < pcp.edge_planes.num_planes; e++) {
// edge plane to camera
plane = pcp.edge_planes.planes[e];
p_aabb.project_range_in_plane(plane, omin, omax);
if (omax > 0.0f) {
hit = false;
break;
}
}
// if it hit, check against holes
if (hit && pcp.num_holes) {
for (int h = 0; h < pcp.num_holes; h++) {
const PlaneSet &hole = pcp.hole_edge_planes[h];
// if the AABB is totally outside any edge, it is safe for a hit
bool safe = false;
for (int e = 0; e < hole.num_planes; e++) {
// edge plane to camera
plane = hole.planes[e];
p_aabb.project_range_in_plane(plane, omin, omax);
// if inside the hole, no longer a hit on this poly
if (omin > 0.0f) {
safe = true;
break;
}
} // for e
if (!safe) {
hit = false;
}
if (!hit) {
break;
}
} // for h
} // if has holes
// hit?
if (hit) {
return true;
}
}
_log("\tno hit", 0);
return false;
}
bool PortalOcclusionCuller::cull_aabb_to_polys(const AABB &p_aabb) const {
if (!_num_polys) {
return false;
}
return cull_aabb_to_polys_ex(p_aabb);
}
bool PortalOcclusionCuller::cull_sphere_to_polys(const Vector3 &p_occludee_center, real_t p_occludee_radius) const {
if (!_num_polys) {
return false;
}
Plane plane;
for (int n = 0; n < _num_polys; n++) {
const Occlusion::PolyPlane &poly = _polys[n].poly;
// test against each edge of the poly, and expand the edge
bool hit = true;
// occludee must be on opposite side to camera
real_t dist = poly.plane.distance_to(p_occludee_center);
if (dist > -p_occludee_radius) {
continue;
}
for (int e = 0; e < poly.num_verts; e++) {
plane = Plane(_pt_camera, poly.verts[e], poly.verts[(e + 1) % poly.num_verts]);
// de-expand
plane.d -= p_occludee_radius;
if (plane.is_point_over(p_occludee_center)) {
hit = false;
break;
}
}
// hit?
if (hit) {
return true;
}
}
return false;
}
bool PortalOcclusionCuller::cull_sphere_to_spheres(const Vector3 &p_occludee_center, real_t p_occludee_radius, const Vector3 &p_ray_dir, real_t p_dist_to_occludee, int p_ignore_sphere) const {
// maybe not required
if (!_num_spheres) {
return false;
}
// prevent divide by zero, and the occludee cannot be occluded if we are WITHIN
// its bounding sphere... so no need to check
if (p_dist_to_occludee < _sphere_closest_dist) {
return false;
}
// this can probably be done cheaper with dot products but the math might be a bit fiddly to get right
for (int s = 0; s < _num_spheres; s++) {
// first get the sphere distance
real_t occluder_dist_to_cam = _sphere_distances[s];
if (p_dist_to_occludee < occluder_dist_to_cam) {
// can't occlude
continue;
}
// the perspective adjusted occludee radius
real_t adjusted_occludee_radius = p_occludee_radius * (occluder_dist_to_cam / p_dist_to_occludee);
const Occlusion::Sphere &occluder_sphere = _spheres[s];
real_t occluder_radius = occluder_sphere.radius - adjusted_occludee_radius;
if (occluder_radius > 0.0) {
occluder_radius = occluder_radius * occluder_radius;
// distance to hit
real_t dist;
if (occluder_sphere.intersect_ray(_pt_camera, p_ray_dir, dist, occluder_radius)) {
if ((dist < p_dist_to_occludee) && (s != p_ignore_sphere)) {
// occluded
return true;
}
}
} // expanded occluder radius is more than 0
}
return false;
}
bool PortalOcclusionCuller::cull_sphere(const Vector3 &p_occludee_center, real_t p_occludee_radius, int p_ignore_sphere, bool p_cull_to_polys) const {
if (!_occluders_present) {
return false;
}
// ray from origin to the occludee
Vector3 ray_dir = p_occludee_center - _pt_camera;
real_t dist_to_occludee_raw = ray_dir.length();
// account for occludee radius
real_t dist_to_occludee = dist_to_occludee_raw - p_occludee_radius;
// ignore occlusion for closeup, and avoid divide by zero
if (dist_to_occludee_raw < 0.1) {
return false;
}
// normalize ray
// hopefully by this point, dist_to_occludee_raw cannot possibly be zero due to above check
ray_dir *= 1.0 / dist_to_occludee_raw;
if (cull_sphere_to_spheres(p_occludee_center, p_occludee_radius, ray_dir, dist_to_occludee, p_ignore_sphere)) {
return true;
}
if (p_cull_to_polys && cull_sphere_to_polys(p_occludee_center, p_occludee_radius)) {
return true;
}
return false;
}
PortalOcclusionCuller::PortalOcclusionCuller() {
_max_spheres = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_spheres");
_max_polys = GLOBAL_GET("rendering/misc/occlusion_culling/max_active_polygons");
}
void PortalOcclusionCuller::log(String p_string, int p_depth) const {
if (_debug_log) {
for (int n = 0; n < p_depth; n++) {
p_string = "\t\t\t" + p_string;
}
print_line(p_string);
}
}
#undef _log
#undef _log_prepare